I'm going to come back to all of your questions when I have time to reply more thoroughly, but could you explain a little more about what's going on with your quotation marks? Is it because they're used in your story's dialog and also in code?
Thank you for taking the time to answer my question, and I'm sorry that my translation software didn't convey the meaning accurately. What I actually meant to say is that I don't know how to "quote". For example, in the "dd.chat" function, using "at:,bt:" to directly reference the answer to a question, and later I found that writing "at:XX.value" can also reference the content of a field named XX. But now I want to know how to execute the code inside the field like "eval[XX.text()1]"
Hello!
Some of the questions you've asked are difficult for me because I'm not very familiar with how these examples work or I'm not sure what the correct answer would be for your project. I've learned a little bit but I have more questions for you.
I really want to make sure I understand what you need so I can either figure it out or look up the answer.
Asking specific questions helps me give you more specific answers.
Regarding Sokoban and "Mover":
From what I understand about the sokoban example... "Mover" was made specifically to move boxes inside of a Sokoban-like game and most of the code in the example relates to that.
What do you like about "Mover"?
- Being able to move a character on a grid with the arrow keys?
- Sokoban gameplay?
- Something else?
- What kind of gameplay would you like in your game from something like "Mover"?
Regarding path:
From what I understand, this is what you need:
- A way to limit the number of steps taken when the follower moves
- A way to make an event happen when the follower runs out of their limited steps
- A way to make an event happen when the follower arrives at a specific location
Have you coded a way to make events happen when your follower arrives at a location yet?
Is there anything else that you're trying to understand how to do with path?
Regarding "quotes":
From what I understand you'd like to allow the player to choose a dialog option and then have the game run some code depending on what they chose? Is the code in the other text field more dialog (dd / visual novel format) or something else?
Do you want the player to be able to return to the original choice and pick another dialog option?
Or
Is this a one-time event where they can only choose one answer?
I'm sorry if I didn't understand something! Thank you for being patient.
I'm sorry for taking so long to reply, as I'm also taking some time to try and solve some problems. Thank you very much for your serious reply.
That's right, I actually want to add a map similar to an RPG game in visual novels, using directional keys to move on the map. When the "Mover" stops at a special location, an event is triggered, and there is no need to push boxes, but obstacles need to be blocked on the map.
If Mover can achieve the effect I want, that would be great.
If Mover cannot be implemented, I plan to use Path and Follower. In order to prevent players from running around on the map, I need to limit the number of steps the follwer can take. When the number of steps is exhausted and the guide point is not reached, it will be considered a failure. I currently only add events for the end of the movement regarding the follwer, and cannot limit the number of steps at specific locations.
Regarding quotes, I hope that the first option selected for the "r: dd. chat" function can reference the code text box to trigger the second "chat", which means that the code for the second chat is included in the first chat, like a collection or a tree branch. When the second chat ends and returns to the first chat, there is only one other option left for the first chat.
This is my ideal result, but currently based on my attempts, only the "dd. ask" function can achieve this. If the player does not choose the first option as I expected and chooses the second option first, my backstage performance will crash.
I am using a translator and I try my best to make my expression easier to understand, but I cannot see any errors in the translated result. I am sorry that it may still be misunderstood.
Thank you for patiently reviewing my questions and helping me solve them. Wishing you a Merry Christmas and Happy New Year!
❄️🎄🎁